added labels to ui

This commit is contained in:
steev 2023-12-13 18:05:01 +01:00
parent edba68bbe2
commit f69f5d0e5f
12 changed files with 103 additions and 21 deletions

View File

@ -3,7 +3,7 @@ from typing import Any
import pygame
from Classes.System.InputHandler import InputHandler
from Classes.System.Components.InputHandler import InputHandler
class MonsterCard(pygame.sprite.Sprite):
__attacks = []

View File

@ -1,14 +1,19 @@
import pygame
from Classes.Objects.BoardField import BoardField
from Classes.System.Components.Label import Label
class World():
__boardFields:list
__labels:list
__screen:pygame.surface
__cardWidth:int = 150
__cardHeight:int = 200
__cardOffset:int = 400
def __init__(self, cardWidth:int=300, cardHeight:int=550, cardOffset:int=400):
def __init__(self, screen:pygame.surface, cardWidth:int=200, cardHeight:int=250, cardOffset:int=400):
self.__boardFields = []
self.__labels = []
self.__screen = screen
self.__cardWidth = cardWidth
self.__cardHeight = cardHeight
self.__cardOffset = cardOffset
@ -17,26 +22,37 @@ class World():
def buildGameWorld(self):
# construct elements arround the playerfield
# Todo add lifepoint label for player and enemy and make them scriptable
eRow1Height = 75
eRow2Height = (self.__cardHeight + 35)
# presets the y position later passed down to the vector2
eRow1Height = 85
eRow2Height = (self.__cardHeight + 45)
pRow1Height = ((2 * self.__cardHeight) + 75)
pRow2Height = ((2 * self.__cardHeight) + self.__cardHeight + 30)
eDeckPos = pygame.Vector2((self.__cardOffset + ((self.__cardWidth + 10) * 0)), eRow1Height)
eGravePos = pygame.Vector2((self.__cardOffset + ((self.__cardWidth + 10) * 0)), eRow2Height)
pGravePos = pygame.Vector2((self.__cardOffset + ((self.__cardWidth + 10) * 5)), pRow1Height)
pDeckPos = pygame.Vector2((self.__cardOffset + ((self.__cardWidth + 10) * 5)), pRow2Height)
eNamePos = pygame.Vector2(15, 45)
eHPPos = pygame.Vector2(15, 75)
pGravePos = pygame.Vector2((self.__cardOffset + (((self.__cardWidth + 10) - 30 ) * 5)), pRow1Height)
pDeckPos = pygame.Vector2((self.__cardOffset + (((self.__cardWidth + 10) - 30 ) * 5)), pRow2Height)
pNamePos = pygame.Vector2(20, pRow2Height + 195)
pHPPos = pygame.Vector2(20, pRow2Height + 225)
self.__labels.append(Label("PlayerHP", self.__screen, "1000 / 1000", pHPPos))
self.__labels.append(Label("PlayerName", self.__screen, "Player", pNamePos))
self.__labels.append(Label("EnemyHP", self.__screen, "1000 / 1000", eHPPos))
self.__labels.append(Label("EnemyName", self.__screen, "Enemy", eNamePos))
self.__boardFields.append(BoardField("EnemyDeck", "Enemy", "Deck", eDeckPos, "Assets/Cards/Arena/field.png"))
self.__boardFields.append(BoardField("EnemyGraveyard", "Enemy", "Grave", eGravePos, "Assets/Cards/Arena/field.png"))
self.__boardFields.append(BoardField("PlayerDeck", "Player", "Deck", pDeckPos, "Assets/Cards/Arena/field.png"))
self.__boardFields.append(BoardField("PlayerGraveyard", "Player", "Grave", pGravePos, "Assets/Cards/Arena/field.png"))
for i in range(5):
pMonsterPos = pygame.Vector2((self.__cardOffset + ((self.__cardWidth + 10) * i)), pRow1Height)
pEffectPos = pygame.Vector2((self.__cardOffset + ((self.__cardWidth + 10) * i)), pRow2Height)
eMonsterPos = pygame.Vector2((self.__cardOffset + ((self.__cardWidth + 10) * (i+1)), eRow1Height))
eEffectPos = pygame.Vector2((self.__cardOffset + ((self.__cardWidth + 10) * (i+1))), eRow2Height)
pMonsterPos = pygame.Vector2((self.__cardOffset + (((self.__cardWidth + 10) - 30) * i)), pRow1Height)
pEffectPos = pygame.Vector2((self.__cardOffset + (((self.__cardWidth + 10) - 30) * i)), pRow2Height)
eMonsterPos = pygame.Vector2((self.__cardOffset + (((self.__cardWidth + 10) - 30) * (i+1)), eRow1Height))
eEffectPos = pygame.Vector2((self.__cardOffset + (((self.__cardWidth + 10) - 30) * (i+1))), eRow2Height)
self.__boardFields.append(BoardField("PlayerMonsterField-"+str(i), "Player", "MonsterField", pMonsterPos, "Assets/Cards/Arena/field.png"))
self.__boardFields.append(BoardField("PlayerEffectField-"+str(i), "Player", "EffectField", pEffectPos, "Assets/Cards/Arena/field.png"))
@ -46,6 +62,9 @@ class World():
def getBoardFields(self) -> list:
return self.__boardFields
def getLabels(self) -> list:
return self.__labels
def getCardWidth(self) -> int:
return self.__cardWidth

View File

@ -2,8 +2,8 @@ import pygame
from pygame.locals import *
from Classes.Objects.Cards.MonsterCard import MonsterCard
from Classes.System.Window import Window
from Classes.System.InputHandler import InputHandler
from Classes.System.Components.Window import Window
from Classes.System.Components.InputHandler import InputHandler
from Classes.Objects.World import World
class App:
@ -23,7 +23,7 @@ class App:
self.__inputHandler = InputHandler()
# game word
self.__world = World()
self.__world = World(self.__window.getScreen())
self.startGameLoop()
self.onCleanup()
@ -33,8 +33,19 @@ class App:
# create sprite groups
self.cards = pygame.sprite.Group()
testMonsterCard = MonsterCard(pygame.Vector2(500, 850), "Assets/Cards/MonsterCards/testmonstercard/", self.__inputHandler)
# ui trial assets
testMonsterCard = MonsterCard(pygame.Vector2(500, 1050), "Assets/Cards/MonsterCards/testmonstercard/", self.__inputHandler)
testMonsterCard1 = MonsterCard(pygame.Vector2(600, 1050), "Assets/Cards/MonsterCards/testmonstercard/", self.__inputHandler)
testMonsterCard2 = MonsterCard(pygame.Vector2(700, 1050), "Assets/Cards/MonsterCards/testmonstercard/", self.__inputHandler)
testMonsterCard3 = MonsterCard(pygame.Vector2(800, 1050), "Assets/Cards/MonsterCards/testmonstercard/", self.__inputHandler)
testMonsterCard4 = MonsterCard(pygame.Vector2(900, 1050), "Assets/Cards/MonsterCards/testmonstercard/", self.__inputHandler)
testMonsterCard5 = MonsterCard(pygame.Vector2(1000, 1050), "Assets/Cards/MonsterCards/testmonstercard/", self.__inputHandler)
self.cards.add(testMonsterCard)
self.cards.add(testMonsterCard1)
self.cards.add(testMonsterCard2)
self.cards.add(testMonsterCard3)
self.cards.add(testMonsterCard4)
self.cards.add(testMonsterCard5)
while self.__running:
self.__clock.tick(self.__FPS)
@ -44,7 +55,7 @@ class App:
# render world
self.__window.drawWorld(self.__world)
# update sprite groups
# updates all cards inside the cards Spritegroup at each step the gameloops does
self.cards.update()
# draw groups
@ -58,6 +69,8 @@ class App:
# handles incoming event queue
def handleEvent(self, events):
# TODO: fix bug that stacks cards when dragging them around
selectedCard = None
for event in events:
if event.type == pygame.QUIT:
self.onCleanup()
@ -65,9 +78,9 @@ class App:
mouse_x, mouse_y = pygame.mouse.get_pos()
mouse_pos = pygame.Vector2(mouse_x, mouse_y)
for card in self.cards:
if card.rect.collidepoint(mouse_pos):
if card.rect.collidepoint(mouse_pos) and selectedCard == None:
card.setDragging(True)
selectedCard = card
# card.setOffset(mouse_pos - card.getPos())
for field in self.__world.getBoardFields():
if field.getRect().collidepoint(mouse_pos):
@ -87,6 +100,8 @@ class App:
if event.button == 1: # Wenn linke Maustaste losgelassen wird
for card in self.cards:
card.setDragging(False)
if not card == None:
card = None
# sets the running state for the gameloop
def setRunning(self, running:bool):

View File

@ -0,0 +1,46 @@
import pygame
class Label:
rect:pygame.rect
image:pygame.image
__screen:pygame.surface
__text:str
__pos:pygame.Vector2
__font:pygame.font
font:pygame.font
__name:str
def __init__(self, name:str, screen:pygame.surface, text:str, pos:pygame.Vector2, size:float=20, color:str="white"):
self.__font = pygame.font.SysFont("Arial", size)
self.font = pygame.font.SysFont("Arial", size)
self.image = self.font.render(text, 1, color)
_, _, w, h = self.image.get_rect()
self.__pos = pos
self.rect = pygame.Rect(self.__pos.x, self.__pos.y, w, h)
self.__screen = screen
self.__text = text
def getText(self) -> str:
return self.__text
def getFont(self) -> pygame.font:
return self.__font
def getPos(self) -> pygame.Vector2:
return self.__pos
def getName(self) -> str:
return self.__name
def setText(self, newtext:str, color:str="white"):
self.image = self.font.render(newtext, 1, color)
def setFont(self, font:pygame.font, size:float, color:str="white"):
self.__font = pygame.font.SysFont(font, size)
self.change_text(self.text, color)
def setPos(self, pos:pygame.Vector2):
self.__pos = pos
def draw(self):
self.__screen.blit(self.image, (self.rect))

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@ -21,9 +21,9 @@ class Window:
pygame.display.set_caption = self.__title
# set framerate
# set framerate (where the fuck is it?)
def Render(self):
# dear future me figure out what past me did!
pass
def setWidth(self, width:int):
@ -46,3 +46,5 @@ class Window:
def drawWorld(self, world:World):
for field in world.getBoardFields():
pygame.draw.rect(self.__screen, field.getColor(), field.getRect())
for label in world.getLabels():
label.draw()